Re: Mia architectural highlights, bug?

2013-02-15 Thread Stefan Andersson
did a quick test, didn't really help thought. We are using another solution
right now which includes the old but wonderful Lume Metal shader :)

/stefan



On Fri, Feb 15, 2013 at 9:24 AM, Stefan Andersson sander...@gmail.comwrote:

 we have actually 1 point light, the rest are area lights.

 So, mia not compatible with point lights?

 /s




 On Fri, Feb 15, 2013 at 8:42 AM, Amaan Akram xsil...@warpedspace.orgwrote:

 do you have any point or distant lights?


 On 15 February 2013 07:30, Stefan Andersson sander...@gmail.com wrote:

 So it's been years since I had to use mental ray in production... Now
 two weeks into the production we are seeing a lot of highlight
 artifacts in the renders, which doesn't appear if you use some other
 shader than Mia.
 A quick google search and it seems that other have this problem too.

 So, any mental ray ninja tips for someone that is about to throw the
 computer out of the window?

 Regards
 Stefan




 --
 3D Artist/TD @ The Mill, London
 http://www.amaanakram.com




 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d





-- 
*Stefan Andersson | Digital Janitor*
blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 |
skype:sanders3d


Re: Mia architectural highlights, bug?

2013-02-15 Thread Stephan Hempel
It seems like the infamous burned highlights problem which occurs when
you are lighting with IBL and normal lights.

When you are using the already mentioned Advanced MIA material you
have to activate Clamp Maximum for HDR rendering at the bottom of
the Optimization Tab and set to something reasonable like 1.2 or so.
So the highlights are clamped and don't burn out.

Another option is to tweak the Highlight vs Reflection Balance on
the Additional Options Tab and set it to a very low value like 0.1 or
less.

Generally it's a good idea to deactive the specular contribution off
the lights if your lighting with IBL.

Cheers,
Stephan.



Re: Mia architectural highlights, bug?

2013-02-15 Thread Per Bergstén
Anisotropic uv set to *none* in the arch shader?
Can cause weird reflections sometimes.

per

2013/2/15 Stephan Hempel elh...@gmail.com

 It seems like the infamous burned highlights problem which occurs when
 you are lighting with IBL and normal lights.

 When you are using the already mentioned Advanced MIA material you
 have to activate Clamp Maximum for HDR rendering at the bottom of
 the Optimization Tab and set to something reasonable like 1.2 or so.
 So the highlights are clamped and don't burn out.

 Another option is to tweak the Highlight vs Reflection Balance on
 the Additional Options Tab and set it to a very low value like 0.1 or
 less.

 Generally it's a good idea to deactive the specular contribution off
 the lights if your lighting with IBL.

 Cheers,
 Stephan.




Re: Mia architectural highlights, bug?

2013-02-15 Thread Stefan Andersson
yep,all the tricks in the book are applied :) still fails. but we solved it
with another shader and ofcourse some longer render times:)

beer next week per?

/s


On Fri, Feb 15, 2013 at 12:15 PM, Per Bergstén per.bergs...@gmail.comwrote:

 Anisotropic uv set to *none* in the arch shader?
 Can cause weird reflections sometimes.

 per


 2013/2/15 Stephan Hempel elh...@gmail.com

 It seems like the infamous burned highlights problem which occurs when
 you are lighting with IBL and normal lights.

 When you are using the already mentioned Advanced MIA material you
 have to activate Clamp Maximum for HDR rendering at the bottom of
 the Optimization Tab and set to something reasonable like 1.2 or so.
 So the highlights are clamped and don't burn out.

 Another option is to tweak the Highlight vs Reflection Balance on
 the Additional Options Tab and set it to a very low value like 0.1 or
 less.

 Generally it's a good idea to deactive the specular contribution off
 the lights if your lighting with IBL.

 Cheers,
 Stephan.





-- 
*Stefan Andersson | Digital Janitor*
blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 |
skype:sanders3d


Re: Softimage keeps locking up when changing point values in the AE

2013-02-15 Thread Stefan Andersson
Should be public knowledge by now that the Animation Editor renders the
curves via mental ray ;)

sorry, couldn't resist...

/s




On Thu, Feb 14, 2013 at 4:18 PM, Stephen Blair stephenrbl...@gmail.comwrote:

  Are you using a third-party renderer? Then yes, this has been seen
 before.


 On 14/02/2013 10:05 AM, Rob Wuijster wrote:

 Hi all,

 All of a sudden SI2013SP1 locks up when changing numerical values on a
 point in the AE.
 Moving points on a curve manually, and changing handles isn't an issue.

 Anyone seen this before?


 --



 Rob

 \/-\/\/





-- 
*Stefan Andersson | Digital Janitor*
blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
twitter http://twitter.com/sanders3d |
LinkedInhttp://www.linkedin.com/in/sanders3d| cell: +46-73-6268850 |
skype:sanders3d


RE: Octane render

2013-02-15 Thread Sven Constable
Since we comparing gpu to cpu renderers. let the cpu renderer use at least
all cores we can throw at them :)

 

4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

 

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

 

Shading, lighting and tweaking took me much longer than 30 minutes but I'm
on 2011. No unified sampling and I also had some crashes with satellites
that seems to be fixed in newer version of mr.

I guess the rendertime on just the workstation would be around 1hour. The
workstation is faster than the nodes on the farm and there is also some
network overhead when using satellite rendering but anyway, rendertimes
aren't bad. I always liked mental ray.

 

cheers,

sven



Re: Octane render

2013-02-15 Thread Ed Manning
On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
 enable FG (default settings in this case), 16px tilesize, spiral pattern.
 Use Architectural material on everything, set all samples everywhere to 1.
 Enable AO in Architectural, set AO shadow color to black.


Hi Arvid --

Why tile size 16?  I ask because I often use this setting (all the time for
previews, often for renders) in order to minimize the amount of idle proc
time while the last couple buckets finish, but have been told lately that
it's actually a time-waster since the renderer has to resample all the
bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
there'd be a way to figure out a rule of thumb based on bucket time vs.
number of cores...


Re: Octane render

2013-02-15 Thread Massimo Galluzzo
Thats a nice one Steven, did you use FG or irradiance particles?


From: Sven Constable 
Sent: Friday, February 15, 2013 1:09 PM
To: softimage@listproc.autodesk.com 
Subject: RE: Octane render

Since we comparing gpu to cpu renderers… let the cpu renderer use at least all 
cores we can throw at them :)

 

4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

 

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

 

Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 
2011. No unified sampling and I also had some crashes with satellites that 
seems to be fixed in newer version of mr.

I guess the rendertime on just the workstation would be around 1hour. The 
workstation is faster than the nodes on the farm and there is also some network 
overhead when using satellite rendering but anyway, rendertimes aren't bad. I 
always liked mental ray.

 

cheers,

sven


Re: Octane render

2013-02-15 Thread Toonafish
You took the word rendertweaking to a whole new level to get your 
rendertimes down ;-)


Not as realistic as the unbiased renders I think, but very nice results. 
I'd be curious to see an actual rendertime on a single workstation with 
a decent CPU.


- Ronald
On 2/15/2013 13:09, Sven Constable wrote:


Since we comparing gpu to cpu renderers... let the cpu renderer use at 
least all cores we can throw at them :)


4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

Shading, lighting and tweaking took me much longer than 30 minutes but 
I'm on 2011. No unified sampling and I also had some crashes with 
satellites that seems to be fixed in newer version of mr.


I guess the rendertime on just the workstation would be around 1hour. 
The workstation is faster than the nodes on the farm and there is also 
some network overhead when using satellite rendering but anyway, 
rendertimes aren't bad. I always liked mental ray.


cheers,

sven





Re: Mia architectural highlights, bug?

2013-02-15 Thread Per Bergstén
Sounds good!
Not the rendering bit thou!
Låt oss höras nästa vecka och bestämma en dag!

trevlig helg!


2013/2/15 Stefan Andersson sander...@gmail.com

 yep,all the tricks in the book are applied :) still fails. but we solved
 it with another shader and ofcourse some longer render times:)

 beer next week per?

 /s



 On Fri, Feb 15, 2013 at 12:15 PM, Per Bergstén per.bergs...@gmail.comwrote:

 Anisotropic uv set to *none* in the arch shader?
 Can cause weird reflections sometimes.

 per


 2013/2/15 Stephan Hempel elh...@gmail.com

 It seems like the infamous burned highlights problem which occurs when
 you are lighting with IBL and normal lights.

 When you are using the already mentioned Advanced MIA material you
 have to activate Clamp Maximum for HDR rendering at the bottom of
 the Optimization Tab and set to something reasonable like 1.2 or so.
 So the highlights are clamped and don't burn out.

 Another option is to tweak the Highlight vs Reflection Balance on
 the Additional Options Tab and set it to a very low value like 0.1 or
 less.

 Generally it's a good idea to deactive the specular contribution off
 the lights if your lighting with IBL.

 Cheers,
 Stephan.





 --
 *Stefan Andersson | Digital Janitor*
 blog http://sanders3d.wordpress.com | showreelhttp://vimeo.com/sanders3d|
 twitter http://twitter.com/sanders3d | 
 LinkedInhttp://www.linkedin.com/in/sanders3d| cell:
 +46-73-6268850 | skype:sanders3d





RE: Octane render

2013-02-15 Thread Sven Constable
irradiance particles. They are close to fg with portal lights in a overall 
look, but when it comes to small details, they win. Especially with a lot of 
diffuse lighting.

Btw my name is sven, not steven :) 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Massimo Galluzzo
Sent: Friday, February 15, 2013 13:44
To: softimage@listproc.autodesk.com
Subject: Re: Octane render

 

Thats a nice one Steven, did you use FG or irradiance particles?

 

 

From: Sven Constable mailto:sixsi_l...@imagefront.de  

Sent: Friday, February 15, 2013 1:09 PM

To: softimage@listproc.autodesk.com 

Subject: RE: Octane render

 

Since we comparing gpu to cpu renderers… let the cpu renderer use at least all 
cores we can throw at them :)

 

4 satellite nodes (8cores each) and 1 workstation 6core.

mentalray 3.8

16 min per frame+ 5 min irradiance precalc.

Way to go, octane!  ;)

 

http://www.imagefront.de/tmp/classroom_mentalray3_8.png

 

Shading, lighting and tweaking took me much longer than 30 minutes but I'm on 
2011. No unified sampling and I also had some crashes with satellites that 
seems to be fixed in newer version of mr.

I guess the rendertime on just the workstation would be around 1hour. The 
workstation is faster than the nodes on the farm and there is also some network 
overhead when using satellite rendering but anyway, rendertimes aren't bad. I 
always liked mental ray.

 

cheers,

sven



Re: Octane render

2013-02-15 Thread Arvid Björn
Mostly to avoid cores idling, with large tile sizes you could really be
wasting time, especially for something that only occupies a small part of
the image, or a really detailed patch that's left to last running on a
single core after everything else is finished. But it's part of my
optimization routine, so occasionally I increase the size. Never heard of
the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio
of cores rendering simultaneously though, unless it's a scene with
extremely even detail level.


On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning etmth...@gmail.com wrote:

 On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.com wrote:

 Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
 enable FG (default settings in this case), 16px tilesize, spiral pattern.
 Use Architectural material on everything, set all samples everywhere to
 1. Enable AO in Architectural, set AO shadow color to black.


 Hi Arvid --

 Why tile size 16?  I ask because I often use this setting (all the time
 for previews, often for renders) in order to minimize the amount of idle
 proc time while the last couple buckets finish, but have been told lately
 that it's actually a time-waster since the renderer has to resample all the
 bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
 there'd be a way to figure out a rule of thumb based on bucket time vs.
 number of cores...



Re: Difference between a force and a velocity ?

2013-02-15 Thread Greg Punchatz
Please, just let me have a little bit of peril!

Sent from my iPhone

On Feb 14, 2013, at 6:53 PM, Eric Lampi ericla...@gmail.com wrote:

 Albatross!
 
 On Thu, Feb 14, 2013 at 7:32 PM, Ed Manning etmth...@gmail.com wrote:
 NI! NI! NI! NINININ
 
 On Thu, Feb 14, 2013 at 7:17 PM, Simon Anderson 
 simonbenandersonl...@gmail.com wrote:
 Bring me a shrubbery
 
 
 On Fri, Feb 15, 2013 at 10:32 AM, Andy Moorer andymoo...@gmail.com wrote:
 African or European? 
 
 Hey, Alan started the Monty python references, that made the question 
 mandatory.
 
 On Feb 14, 2013, at 6:24 PM, Ed Manning etmth...@gmail.com wrote:
 
 laden or un-laden?
 
 On Thu, Feb 14, 2013 at 5:55 PM, Ahmidou Lyazidi ahmidou@gmail.com 
 wrote:
 Schrödinger parrots ?
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 
 
 2013/2/15 Eric Thivierge ethivie...@gmail.com:
  Is the parrot sitting on a leopard?
 
  
  Eric Thivierge
  http://www.ethivierge.com
 
 
  On Thu, Feb 14, 2013 at 5:25 PM, Raffaele Fragapane
  raffsxsil...@googlemail.com wrote:
 
  Is it in a forest? And is anybody watching?
 
 
  On Fri, Feb 15, 2013 at 9:22 AM, Alan Fregtman 
  alan.fregt...@gmail.com
  wrote:
 
  If a parrot's velocity is [0,0,0], is it dead?
 
  :p
 
 
 
  On Thu, Feb 14, 2013 at 4:49 PM, Andy Moorer andymoo...@gmail.com
  wrote:
 
  This is one of the most intelligently absurd threads I've ever 
  followed.
  :)
 
 
 
 
 
  --
  Our users will know fear and cower before our software! Ship it! Ship 
  it
  and let them flee like the dogs they are!
 
 
 
 
 
 -- 
 ---
 Simon Ben Anderson
 blog: http://vinyldevelopment.wordpress.com/
 
 
 
 -- 
 Freelance 3D and VFX animator
 
 http://vimeopro.com/user7979713/3d-work


Re: Mia architectural highlights, bug?

2013-02-15 Thread Arvid Björn
Hey Stefan, which kind of highlight problems? Noise? Triangles? Weird
shape? Got a pic perhaps? =)


On Fri, Feb 15, 2013 at 8:30 AM, Stefan Andersson sander...@gmail.comwrote:

 So it's been years since I had to use mental ray in production... Now
 two weeks into the production we are seeing a lot of highlight
 artifacts in the renders, which doesn't appear if you use some other
 shader than Mia.
 A quick google search and it seems that other have this problem too.

 So, any mental ray ninja tips for someone that is about to throw the
 computer out of the window?

 Regards
 Stefan



Re: Mia architectural highlights, bug?

2013-02-15 Thread Len Krenzler

Hehe..open the window first?

I usually just turn it off and replace the specular highlight with 
Holger's baSpecular shader.  Just turn off diffuse in that shader and 
you have two specular layers to work with.  Just plug it into the 
additional color on the Architectural shader.


This gives nice specular control without the Architectural weirdness.

Cheers - Len


On 2/15/2013 12:30 AM, Stefan Andersson wrote:

So it's been years since I had to use mental ray in production... Now
two weeks into the production we are seeing a lot of highlight
artifacts in the renders, which doesn't appear if you use some other
shader than Mia.
A quick google search and it seems that other have this problem too.

So, any mental ray ninja tips for someone that is about to throw the
computer out of the window?

Regards
Stefan




--
_

Len Krenzler - Creative Control Media Productions

Phone: 780.463.3126

www.creativecontrol.ca - l...@creativecontrol.ca



Re: Octane render

2013-02-15 Thread Emilio Hernandez
Try MR with this advanced MIA Material.

Haven't tried yet, but it says it speeds things up and the behavior is
better.

http://felixgeremus.com/?p=108



2013/2/15 Arvid Björn arvidbj...@gmail.com

 Mostly to avoid cores idling, with large tile sizes you could really be
 wasting time, especially for something that only occupies a small part of
 the image, or a really detailed patch that's left to last running on a
 single core after everything else is finished. But it's part of my
 optimization routine, so occasionally I increase the size. Never heard of
 the extra sampling issue, can't imagine it would over-shadow the 1:8 ratio
 of cores rendering simultaneously though, unless it's a scene with
 extremely even detail level.



 On Fri, Feb 15, 2013 at 1:33 PM, Ed Manning etmth...@gmail.com wrote:

 On Fri, Feb 15, 2013 at 6:45 AM, Arvid Björn arvidbj...@gmail.comwrote:

 Sure, use unified sampling, min 1, max 100, quality 2 (in this case),
 enable FG (default settings in this case), 16px tilesize, spiral pattern.
 Use Architectural material on everything, set all samples everywhere to
 1. Enable AO in Architectural, set AO shadow color to black.


 Hi Arvid --

 Why tile size 16?  I ask because I often use this setting (all the time
 for previews, often for renders) in order to minimize the amount of idle
 proc time while the last couple buckets finish, but have been told lately
 that it's actually a time-waster since the renderer has to resample all the
 bucket edges.  I'm not sure which helps/hurts more, although I guess maybe
 there'd be a way to figure out a rule of thumb based on bucket time vs.
 number of cores...





--


Re: AGF: Spectacular meteorite falls through the skies in Russia

2013-02-15 Thread Thomas Volkmann
indeed:
http://say26.com/meteorite-in-russia-all-videos-in-one-place


 Steffen Dünner steffen.duen...@gmail.com hat am 15. Februar 2013 um 16:15
 geschrieben:
 
  Awesome!
 
  On a side note: Every car in Russia seems to have a built-in videocamera
 that's always recording! ;)
 
 
  2013/2/15 Alan Fregtman alan.fregt...@gmail.com
 mailto:alan.fregt...@gmail.com 
 Holy space rocks,
  Batman!https://www.youtube.com/watch?v=90Omh7_I8vI
  
 There are many other videos and news reports about it,
  including:http://www.youtube.com/watch?v=ahxQS_3CnuIhttp://www.youtube.com/watch?v=TSkQVZEl-IQ
  
 Now THAT's what I call armageddon reference! :o
  
  
 (I know this isn't XSI related, but it's way too cool not to post.)
  




Friday Flashback #107

2013-02-15 Thread Stephen Blair

Friday Flashback #107
#Softimage SIsyphusian screenshot
http://wp.me/powV4-2yR



Re: Octane render

2013-02-15 Thread Michal Doniec
These are LCD tellys, not blackboards. They don't use blackboards in
schools anymore.


On 14 February 2013 15:03, Ed Manning etmth...@gmail.com wrote:

 Will someone PLEASE put some edgeloops or hard edges on those blackboards
 so they don't shade like domes? ;-)


 On Thu, Feb 14, 2013 at 7:28 AM, Toonafish ron...@toonafish.nl wrote:

 This time I let the classroom bake for 45 minutes, still a tiny bit of
 noise in the unsharp dark areas because of the DOF.  But I don't mind.

 https://dl.dropbox.com/u/**4271217/octane_classroom_**
 pathtracing-16bounces-45min.**pnghttps://dl.dropbox.com/u/4271217/octane_classroom_pathtracing-16bounces-45min.png

 So..where's all them 5 minute high quality Prman and MentalRay
 renders. I suppose you guys are still fiddling with knobs and sliders ;-)

 - Ronald





-- 
--
Michal
http://uk.linkedin.com/in/mdoniec


Re: AGF: Spectacular meteorite falls through the skies in Russia

2013-02-15 Thread Alan Fregtman
That's the *speed*, Rob, not the velocity. ;)



On Fri, Feb 15, 2013 at 11:22 AM, Rob Chapman tekano@gmail.com wrote:

 hahaha 8km per second in the air, 0 km per second on the ground :)


 On 15 February 2013 16:00, Paul Doyle technove...@gmail.com wrote:

 What was its velocity? ;)


 On 15 February 2013 10:26, Thomas Volkmann li...@thomasvolkmann.comwrote:

 **
  indeed:
  http://say26.com/meteorite-in-russia-all-videos-in-one-place


 Steffen Dünner steffen.duen...@gmail.com hat am 15. Februar 2013 um
 16:15 geschrieben:

  Awesome!

  On a side note: *Every car* in Russia seems to have a built-in
 videocamera that's *always* recording! ;)


  2013/2/15 Alan Fregtman alan.fregt...@gmail.com

  *Holy space rocks, Batman!*
  https://www.youtube.com/watch?v=90Omh7_I8vI

  There are many other videos and news reports about it, including:
  http://www.youtube.com/watch?v=ahxQS_3CnuI
  http://www.youtube.com/watch?v=TSkQVZEl-IQ

  Now THAT's what I call armageddon reference! :o


  (I know this isn't XSI related, but it's way too cool not to post.)










Re: AGF: Spectacular meteorite falls through the skies in Russia

2013-02-15 Thread Alok

  
  
Ha ha ha, you're killing me Alan ;)
  

  On 15/02/2013 2:12 PM, Alan Fregtman wrote:


  
  That's the speed, Rob, not the velocity. ;)


  
  

On Fri, Feb 15, 2013 at 11:22 AM, Rob
  Chapman tekano@gmail.com
  wrote:
  hahaha 8km per second in the
air, 0 km per second on the ground :)

  


  On 15 February 2013 16:00, Paul Doyle technove...@gmail.com
  wrote:
  What was its velocity?
;)

  

On 15 February 2013
  10:26, Thomas Volkmann li...@thomasvolkmann.com
  wrote:
  

   indeed: 
   http://say26.com/meteorite-in-russia-all-videos-in-one-place
  

   Steffen Dnner
steffen.duen...@gmail.com
hat am 15. Februar 2013 um 16:15
geschrieben: 

   
 Awesome!

   On a side note: Every
  carin Russia seems to
have a built-in videocamera
that's always
recording! ;) 

 
  
  
2013/2/15 Alan Fregtman alan.fregt...@gmail.com


  
 Holy space rocks,
Batman! 
 https://www.youtube.com/watch?v=90Omh7_I8vI

  
 There are many other
  videos and news reports
  about it, including: 
 http://www.youtube.com/watch?v=ahxQS_3CnuI

 http://www.youtube.com/watch?v=TSkQVZEl-IQ

  
 Now THAT's what I call
  armageddon reference! :o 
  
  
 (I know this isn't XSI
  related, but it's way too
  cool not to post.) 
  
  

  

  

  
   
 

  


  

  


  

  


  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5605 - Release Date:
02/15/13


  



Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Fabricio Chamon
thanks guys! I rebuilt the scene and started incremental saving
too...Really hard scenario to work on, I hope this will get fixed soon.

Another question: it seems really easy, but I can't get the ActorCopies ICE
materials array via script. I feel it should be a singleton(which it is),
1D Array. This js code:

oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

returns:

This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

and

oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*
DataArray2D*.toArray()

returns

ERROR : Type mismatch

any clues ?


Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Stephen Blair

Hi



It is a string.

// Using one of the CrowdFX sample scenes:

SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
o = Selection(0)

//o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
// WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array: 
Attribute: Materials


a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
LogMessage( a.DataType )
// INFO : 131072
http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html


On 15/02/2013 3:08 PM, Fabricio Chamon wrote:
thanks guys! I rebuilt the scene and started incremental saving 
too...Really hard scenario to work on, I hope this will get fixed soon.


Another question: it seems really easy, but I can't get the 
ActorCopies ICE materials array via script. I feel it should be a 
singleton(which it is), 1D Array. This js code:


oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

returns:

This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

and

oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*DataArray2D*.toArray()

returns

ERROR : Type mismatch

any clues ?




Re: Returning a map from a C++ command?

2013-02-15 Thread Ben Houston
Thanks for the pointers Matt!  We're looking into it now.

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Fabricio Chamon
...but how to access the string array (values) of this attribute?


2013/2/15 Stephen Blair stephenrbl...@gmail.com

  Hi



 It is a string.

 // Using one of the CrowdFX sample scenes:

 SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
 o = Selection(0)


 //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
 // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array:
 Attribute: Materials

 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
 LogMessage( a.DataType )
 // INFO : 131072

 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html



 On 15/02/2013 3:08 PM, Fabricio Chamon wrote:

 thanks guys! I rebuilt the scene and started incremental saving
 too...Really hard scenario to work on, I hope this will get fixed soon.

  Another question: it seems really easy, but I can't get the ActorCopies
 ICE materials array via script. I feel it should be a singleton(which it
 is), 1D Array. This js code:


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

  returns:

  This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

  and


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).
 *DataArray2D*.toArray()

  returns

  ERROR : Type mismatch

  any clues ?





Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Stephen Blair

Here's the Python way:

Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None);
o = Application.Selection(0)

a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
print len(a.DataArray2D)
print len(a.DataArray2D[0] )
print a.DataArray2D[0][0]
for s in a.DataArray2D[0][0]:
print s

# 1
# 1
# (u'', u'Sources.Materials.PedestrianLib.Shoes', 
u'Sources.Materials.PedestrianLib.Hair', 
u'Sources.Materials.PedestrianLib.Legs', 
u'Sources.Materials.PedestrianLib.Skin', 
u'Sources.Materials.PedestrianLib.Shirt')

# Sources.Materials.PedestrianLib.Shoes
# Sources.Materials.PedestrianLib.Hair
# Sources.Materials.PedestrianLib.Legs
# Sources.Materials.PedestrianLib.Skin
# Sources.Materials.PedestrianLib.Shirt



On 15/02/2013 3:48 PM, Fabricio Chamon wrote:

...but how to access the string array (values) of this attribute?


2013/2/15 Stephen Blair stephenrbl...@gmail.com 
mailto:stephenrbl...@gmail.com


Hi



It is a string.

// Using one of the CrowdFX sample scenes:

SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
o = Selection(0)


//o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
// WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array:
Attribute: Materials

a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
LogMessage( a.DataType )
// INFO : 131072

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html




On 15/02/2013 3:08 PM, Fabricio Chamon wrote:

thanks guys! I rebuilt the scene and started incremental saving
too...Really hard scenario to work on, I hope this will get fixed
soon.

Another question: it seems really easy, but I can't get the
ActorCopies ICE materials array via script. I feel it should be a
singleton(which it is), 1D Array. This js code:


oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

returns:

This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

and


oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*DataArray2D*.toArray()

returns

ERROR : Type mismatch

any clues ?







Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Stephen Blair

o = Selection(0)

a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)

x = new VBArray( a.DataArray2D ).toArray()
y = new VBArray( x[0] ).toArray()
for ( var i = 0; i  y.length; i++ )
{
LogMessage( y[i] )
}


On 15/02/2013 4:16 PM, Stephen Blair wrote:

Here's the Python way:

Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None);
o = Application.Selection(0)

a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
print len(a.DataArray2D)
print len(a.DataArray2D[0] )
print a.DataArray2D[0][0]
for s in a.DataArray2D[0][0]:
print s

# 1
# 1
# (u'', u'Sources.Materials.PedestrianLib.Shoes', 
u'Sources.Materials.PedestrianLib.Hair', 
u'Sources.Materials.PedestrianLib.Legs', 
u'Sources.Materials.PedestrianLib.Skin', 
u'Sources.Materials.PedestrianLib.Shirt')

# Sources.Materials.PedestrianLib.Shoes
# Sources.Materials.PedestrianLib.Hair
# Sources.Materials.PedestrianLib.Legs
# Sources.Materials.PedestrianLib.Skin
# Sources.Materials.PedestrianLib.Shirt



On 15/02/2013 3:48 PM, Fabricio Chamon wrote:

...but how to access the string array (values) of this attribute?


2013/2/15 Stephen Blair stephenrbl...@gmail.com 
mailto:stephenrbl...@gmail.com


Hi



It is a string.

// Using one of the CrowdFX sample scenes:

SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
o = Selection(0)


//o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
// WARNING : 3391 - This ICEAttribute doesn't refer to a 1D
array: Attribute: Materials

a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
LogMessage( a.DataType )
// INFO : 131072

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html




On 15/02/2013 3:08 PM, Fabricio Chamon wrote:

thanks guys! I rebuilt the scene and started incremental saving
too...Really hard scenario to work on, I hope this will get
fixed soon.

Another question: it seems really easy, but I can't get the
ActorCopies ICE materials array via script. I feel it should be
a singleton(which it is), 1D Array. This js code:


oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

returns:

This ICEAttribute doesn't refer to a 1D array: Attribute:
Materials

and


oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).*DataArray2D*.toArray()

returns

ERROR : Type mismatch

any clues ?









Re: CrowdFX - can't set self.materials on actor copies mesh

2013-02-15 Thread Fabricio Chamon
brilliant!! thanks Stephen!


2013/2/15 Stephen Blair stephenrbl...@gmail.com

  o = Selection(0)


 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)

 x = new VBArray( a.DataArray2D ).toArray()
 y = new VBArray( x[0] ).toArray()
 for ( var i = 0; i  y.length; i++ )
 {
 LogMessage( y[i] )

 }


 On 15/02/2013 4:16 PM, Stephen Blair wrote:

 Here's the Python way:

 Application.SelectObj(Pedestrian_Mesh.Actor_Copies, None, None);
 o = Application.Selection(0)

 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
 print len(a.DataArray2D)
 print len(a.DataArray2D[0] )
 print a.DataArray2D[0][0]
 for s in a.DataArray2D[0][0]:
 print s

 # 1
 # 1
 # (u'', u'Sources.Materials.PedestrianLib.Shoes',
 u'Sources.Materials.PedestrianLib.Hair',
 u'Sources.Materials.PedestrianLib.Legs',
 u'Sources.Materials.PedestrianLib.Skin',
 u'Sources.Materials.PedestrianLib.Shirt')
 # Sources.Materials.PedestrianLib.Shoes
 # Sources.Materials.PedestrianLib.Hair
 # Sources.Materials.PedestrianLib.Legs
 # Sources.Materials.PedestrianLib.Skin
 # Sources.Materials.PedestrianLib.Shirt



 On 15/02/2013 3:48 PM, Fabricio Chamon wrote:

  ...but how to access the string array (values) of this attribute?


 2013/2/15 Stephen Blair stephenrbl...@gmail.com

  Hi



 It is a string.

 // Using one of the CrowdFX sample scenes:

 SelectObj(Pedestrian_Mesh.Actor_Copies, null, null);
 o = Selection(0)


 //o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()
 // WARNING : 3391 - This ICEAttribute doesn't refer to a 1D array:
 Attribute: Materials

 a = o.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials)
 LogMessage( a.DataType )
 // INFO : 131072

 http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/si_om/siICENodeDataType.html



 On 15/02/2013 3:08 PM, Fabricio Chamon wrote:

 thanks guys! I rebuilt the scene and started incremental saving
 too...Really hard scenario to work on, I hope this will get fixed soon.

  Another question: it seems really easy, but I can't get the ActorCopies
 ICE materials array via script. I feel it should be a singleton(which it
 is), 1D Array. This js code:


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).DataArray.toArray()

  returns:

  This ICEAttribute doesn't refer to a 1D array: Attribute: Materials

  and


 oActorCopies.ActivePrimitive.Geometry.GetICEAttributeFromName(Materials).
 *DataArray2D*.toArray()

  returns

  ERROR : Type mismatch

  any clues ?